Fallout 3 Walkthrough & Strategy Guide

Published: Jan 27, 2008

Fallout 3 Side Quests

Side Quest: Prisoners of the Super Mutants

Steps

N/A

Items

None.

Throughout your travels, you'll fight a lot of Super Mutants. These fierce foes are usually well-armed, whether it be with Super Sledgehammers or Mini Guns (and much, much more), and they come in various ranks and strengths, from your regular Super Mutant to Super Mutant Brutes to Super Mutant Masters. But beyond that, these foes are quite evil and prey upon the weaker elements of the Capital Wasteland. So, when you kill them, take pride, because not only are some of these mutated goons preying upon the weaker elements, but they're holding them captive as well.

When you randomly encounter a group of Super Mutants in an area that's not traditionally one of their strongholds (such as in Washington DC proper, or near the Jefferson Memorial, amongst other places), chances are that this is a makeshift Super Mutant stronghold, and one that could potentially house at least one captive. If you see someone tied up, you can untie them (as long as the Super Mutant threat is downed in the area), netting you positive karma. They'll offer up goods to you for helping them, which you can take. But if you refuse those goods, you'll get even more karma. Oh, and if you're playing as an evil character, refuse to set the captive free or kill them while they're bound. If you want the best of both worlds, release the prisoner, take their goods, and then kill them when they're running away, seemingly-free, but not quite.